PInvoke function with pointer to pointer parameter - c#

Hello I'm wrapping C++ library with C#. Next function in C++:
SCREENCAPTUREDLL_API wchar_t** getAudioDeviceList(int* listSize) {
static std::vector<wchar_t*> descriptionList;
AudioCaptureList::getInstance().Update();
AudioCaptureList::getInstance().getList(&descriptionList);
*listSize = descriptionList.size();
return &descriptionList[0];
}
Wrapping with next C# code:
[DllImport(screenCaptureDLLPath, CallingConvention = callConversion)]
private static extern IntPtr getAudioDeviceList(ref int arrayCount);
public static string[] GetAudioDeviceList()
{
IntPtr outputStr;
int length = 0;
outputStr = getAudioDeviceList(ref length);
string[] resultArray = new string[length];
for (int j = 0; j < length; j++)
{
resultArray[j] = Marshal.PtrToStringUni(Marshal.ReadIntPtr(outputStr, 4 * j));
}
return resultArray;
}
That works perfect, exactly as I expected, but I was about to change the way I returning value from function itself to variable by reference, so I changing my code to:
C++
SCREENCAPTUREDLL_API void getAudioDeviceList(wchar_t** list, int* listSize) {
static std::vector<wchar_t*> descriptionList;
AudioCaptureList::getInstance().Update();
AudioCaptureList::getInstance().getList(&descriptionList);
*listSize = descriptionList.size();
list = &descriptionList[0];
}
C#
[DllImport(screenCaptureDLLPath, CallingConvention = callConversion)]
private static extern void getAudioDeviceList(out IntPtr listRef, ref int arrayCount);
public static string[] GetAudioDeviceList()
{
IntPtr outputStr;
int length = 0;
getAudioDeviceList(out outputStr, ref length);
string[] resultArray = new string[length];
for (int j = 0; j < length; j++)
{
resultArray[j] = Marshal.PtrToStringUni(Marshal.ReadIntPtr(outputStr, 4 * j));
}
return resultArray;
}
But I got error, returned memory address is zero. What is the problem here? Please help me understood what cause the problem and how to fix that, thanks!

Why doesn't Pinvoke work? Because you are trying to interpret a pointer to a string as a pointer to a set of strings. But there is nothing wrong with PInvoke - it happens because there is actually a problem with new function signature and its internal code.
See:
SCREENCAPTUREDLL_API void getAudioDeviceList(wchar_t** listRef, int* listSize);
can't provide the same data like
DLL_API wchar_t** getAudioDeviceList(int* listSize)
Because original definition basically returned pointer to a set of pointers to strings(C style strings, I mean), while wchar_t** listRef can only allow to return a single pointer to a string.
SCREENCAPTUREDLL_API void getAudioDeviceList(wchar_t** listRef, int* listSize)
{
...
*listRef = "string";
I don't know what is going inside new version of the function(you didn't show the code), but listRef = &descriptionList[0]; will compile though won't do anything, and even if *listRef = &descriptionList[0]; somehow compiles it won't contain what you want.
So function signature should containt triple pointer to allow return of a set of strings.
SCREENCAPTUREDLL_API void getAudioDeviceList(wchar_t*** listRef, int* listSize)
{
...
*listRef = &descriptionList[0];
}
Then your PInvoke would work correctly because it will have the same pointer to a set of string pointers.

Related

Getting float array from C++ to C#

I have float array inside C++ function.
C++ function
void bleplugin_GetGolfResult(float* result)
{
float *array = new float[20];
for(int i=0; i < 20; i++)
array[i]= 25;
result = array;
//DEBUG PRINTING1
for(int i=0; i < 20; i++)
cout << result[i] << endl;//Here is correct
return;
}
Inside C#
[DllImport ("__Internal")]
private static unsafe extern void bleplugin_GetGolfResult (float* result);
public static unsafe float[] result = new float[20];
public unsafe static void GetGolfREsult(){
fixed (float* ptr_result = result) //or equivalently "... = &f2[0]" address of f2[0]
{
bleplugin_GetGolfResult( ptr_result );
//DEBUG PRINTING2
for(int i = 0; i < 20; i++)
Debug.Log("result data " + ptr_result[i]);
}
return;
}
I called GetGolfREsult() from another function to get result.
//DEBUG PRINTING1 has correct output.
But //DEBUG PRINTING2 produced 0 only.
What could be wrong?
As UnholySheep and nvoigt already stated,
result = array;
overrides the address of the passed pointer, making you lose the reference to the calling function.
Directly writing to your parameter should solve this.
result[i] = 25;
Further you dont actually have to use pointers in c#.
You can actually do the following:
Declare your Import like this:
private static extern void bleplugin_GetGolfResult (float arr[]);
Then you can call it like this:
float arr = new float[20];
bleplugin_GetGolfResult(arr);
This line in your C++ code:
float *array = new float[20];
creates a new array, which you operate on in C++. Then control returns to C#, who has it's own array and that's still unchanged. Why don't you write to the array you got?
The problem is that you use the assignment operator on the parameter result which prevents the data from being transferred to the C# array on return.
Using the following C++ example:
void z(int * x)
{
x = new int(4);
}
int main()
{
int * x = new int(-2);
z(x);
cout<<*x<<endl;
}
The output for this is -2 not 4 because you use the assignment operator on the parameter.

Converting data from C++ dll in C#

I use C# and C++ dll. I want to send array from C++ to C#. I want to return from C++ array with 512 doubles. In C++ code it works perfect. I have results exactly what I expected in array of double.
Later I send data from C++ to C# and convert this data to array of double in C#. First 450 elements from C++ are moved to array in C# without any error. But left doubles are weird and they don't have anything common with input data.
I don't know why exactly at 450 element starts wronge doubles until end.
EDIT.
Also the same issue when I change arrays in C++ and C# to float and also when I parse data to integer.
C# code.
[DllImport(#"C:\Users\Jaryn\Documents\Visual Studio 2013\Projects\MathFuncDll\Debug\MathFuncDll.dll", CallingConvention = CallingConvention.Cdecl)]
public static extern IntPtr One(string address);
static void Main(string[] args)
{
var pointer = One(#"C:\Users\Jaryn\Documents\101_ObjectCategories\accordion\image_0002.jpg");
var result = new double[512];
Marshal.Copy(pointer, result, 0, 512);
foreach (var x in result)
{
Console.WriteLine(x + " ");
}
}
MathFuncsDll.h
#include <stdexcept>
using namespace std;
namespace MathFuncs
{
extern "C" { __declspec(dllexport) double* One(char* str); }
}
MathFuncsDll.cpp
double* One(char* adress)
{
IplImage* img = cvLoadImage(adress, CV_LOAD_IMAGE_COLOR);
double data[512];
int iteration = 0;
...
for (int h = 0; h <h_bins; h++)
{
for (int s = 0; s < s_bins; s++)
{
double bin_value = 0;
for (int v = 0; v < h_bins; v++)
{
bin_value += cvGetReal3D(hist->bins, h, s, v);
data[iteration] = bin_value;
iteration++;
}
}
}
...
return data;
}
Your problem is that you are returning the address of a local variable. As soon as the function returns, that local variable's life ends. And so the address you return is the address of an object whose life is over.
The clean way to do this is to let the caller allocate the array and have the callee populate it. Have the caller pass the address of the first element of the array, and the length of the array. Then the callee can be sure not to write beyond the end of the array.

Passing byte array between C++ and C# ByRef raises AccessViolationException

I am trying to create a Win32 DLL exposes some functions which are called in C# as follows
__declspec(dllexport) int GetData(unsigned char* *data, int* size)
{
try
{
int tlen = 3;
unsigned char* tchr = new unsigned char[5];
tchr[0] = 'a';
tchr[1] = 'b';
tchr[2] = 'c';
*size = tlen;
*data = tchr;
return 1;
}
catch (char *p)
{
return 0;
}
}
And on C# side
[DllImport("MyDll.dll")]
static extern int GetData(ref byte[] data, ref int size);
static void Main()
{
try
{
int hr = 0;
byte[] gData = null;
int gSize = 0;
hr = GetData(ref gData, ref gSize);
Console.WriteLine(gSize);
for (int i = 0; i < gSize; i++)
Console.WriteLine((char)gData[i]);
}
catch (Exception p)
{
Console.WriteLine(p.ToString());
}
}
When I run C# code, AccessViolationException happens on GetData function which is a sign of exception in C++ code however, following C++ code snippet works fine without any error.
int _tmain(int argc, _TCHAR* argv[])
{
unsigned char* data = NULL;
int size = NULL;
GetData(&data, &size);
printf("%d", size);
for (int i = 0; i < size; i++)
printf("%c,", data[i]);
return 0;
}
If you compare C# main function and C++ _tmain, they are almost analoguous so where I may make a mistake?
You are returning an array allocated by a call to C++ new and hoping that the marshaler will turn it into a C# byte[]. That won't happen.
You'll need to pass a pointer by reference and then marshal it by hand. Your p/invoke should look like this:
[DllImport("MyDll.dll")]
static extern int GetData(out IntPtr data, out int size);
When the function returns data will point to the array and you can read the contents using the Marshal class. I guess you would copy it to a new byte array.
var arr = new byte[size];
Marshal.Copy(data, arr, 0, size);
Some other points:
The calling conventions do not match. The native side is cdecl and the managed is stdcall.
You'll need to export a deallocator to delete the memory returned by the native function. Consider a re-design where the caller allocates the buffer.

AccessViolation

I keep getting an AccessViolationException when calling the following from an external C DLL:
short get_device_list(char ***device_list, int *number_of_devices);
I set up a DLLImport declaration as such:
[DLLImport("mydll.dll")]
static public extern short get_device_list([MarshalAs(UnmanagedType.LPArray)] ref string[] devices, ref int number_of_devices);
My C# application code:
{
string[] devices = new string[20];
int i = 0;
short ret = 0;
ret = get_device_list(ref devices, ref i); // I receive the AccessViolation Exception here
// devices[0] = "2255f796e958f7f31a7d2e6b833d2d426c634621" which is correct.
}
Although I receive the exception, the device array gets filled correctly with the 2 UUIDs of the devices connected (and also gets resized to size = 2; i is also 2;).
What is wrong?
PS: After a long research I also tried:
[DLLImport("mydll.dll")]
static public extern short get_device_list(ref IntPtr devices, ref int number_of_devices);
and
{
IntPtr devices = new IntPtr();
int i = 0;
short ret = 0;
ret = get_device_list(ref devices, ref i); // No AccessViolation Exception here
string b = Marshal.PtrToStringAuto(devices); // b = "歀ׄ", which is incorrect
}
but that did not help me.
Thanks in advance!
[DLLImport("mydll.dll")]
static public extern short get_device_list(out IntPtr devices,
out int number_of_devices);
Is the best way to tackle this. The memory is allocated and owned on the native side of the interface. The trick is how to get at it. Something like this should work.
static public string[] getDevices()
{
IntPtr devices;
int deviceCount;
short ret = get_device_list(out devices, out deviceCount);
//need to test ret in case of error
string[] result = new string[deviceCount];
for (int i=0; i<deviceCount; i++)
{
IntPtr ptr = (IntPtr)Marshal.PtrToStructure(devices, typeof(IntPtr));
result[i] = Marshal.PtrToStringAnsi(ptr);
devices += IntPtr.Size;//move to next element of array
}
return result;
}
Your code was using PtrToStringAuto but that's going to interpret the data as UTF-16 encoded. But your C++ code uses char* which is 8 bit ANSI. So you need PtrToStringAnsi. OK, there's an assumption here that the encoding is not UTF-8, but that's a detail I cannot provide. It's easy enough to adapt this to UTF-8.
You should also double check that the native code uses the stdcall calling convention and isn't using cdecl.
Edit:
Ok I think I know the problem in your second attempt.
{
IntPtr devices = new IntPtr();
int i = 0;
short ret = 0;
ret = get_device_list(ref devices, ref i); // No AccessViolation Exception here
string b = Marshal.PtrToStringAuto(devices); // b = "歀ׄ", which is incorrect
}
You try to convert a pointer to an array of strings to a string. You have to deference it first. Please check whether this works for you:
IntPtr devices = new IntPtr();
int numDevices = 0;
short ret = get_device_list(ref devices, ref numDevices); // No AccessViolation Exception here
for (int i=0; i<numDevices; i++)
{
IntPtr ptrToString = Marshal.ReadIntPtr(devices);
string deviceString = Marshal.PtrToStringAnsi(ptrToString);
devices += IntPtr.size;
Console.WriteLine(deviceString);
}

Are constants pinned in C#?

I'm working in C# with a Borland C API that uses a lot of byte pointers for strings. I've been faced with the need to pass some C# strings as (short lived) byte*.
It would be my natural assumption that a const object would not be allocated on the heap, but would be stored directly in program memory, but I've been unable to verify this in any documentation.
Here's an example of what I've done in order to generate a pointer to a constant string. This does work as intended in testing, I'm just not sure if it's really safe, or it's only working via luck.
private const string pinnedStringGetWeight = "getWeight";
unsafe public static byte* ExampleReturnWeightPtr(int serial)
{
fixed (byte* pGetWeight = ASCIIEncoding.ASCII.GetBytes(pinnedStringGetWeight))
return pGetWeight;
}
Is this const really pinned, or is there a chance it could be moved?
#Kragen:
Here is the import:
[DllImport("sidekick.dll", CallingConvention = CallingConvention.Winapi)]
public static extern int getValueByFunctionFromObject(int serial, int function, byte* debugCallString);
This is the actual function. Yes, it actually requires a static function pointer:
private const int FUNC_GetWeight = 0x004243D0;
private const string pinnedStringGetWeight = "getWeight";
unsafe public static int getWeight(int serial)
{
fixed (byte* pGetWeight = ASCIIEncoding.ASCII.GetBytes(pinnedStringGetWeight))
return Core.getValueByFunctionFromObject(serial, FUNC_GetWeight, pGetWeight);
}
Following is another method that I used when mocking my API, using a static struct, which I also hoped was pinned. I was hoping to find a way to simplify this.
public byte* getObjVarString(int serial, byte* varName)
{
string varname = StringPointerUtils.GetAsciiString(varName);
string value = MockObjVarAttachments.GetString(serial, varname);
if (value == null)
return null;
return bytePtrFactory.MakePointerToTempString(value);
}
static UnsafeBytePointerFactoryStruct bytePtrFactory = new UnsafeBytePointerFactoryStruct();
private unsafe struct UnsafeBytePointerFactoryStruct
{
fixed byte _InvalidScriptClass[255];
fixed byte _ItemNotFound[255];
fixed byte _MiscBuffer[255];
public byte* InvalidScriptClass
{
get
{
fixed (byte* p = _InvalidScriptClass)
{
CopyNullString(p, "Failed to get script class");
return p;
}
}
}
public byte* ItemNotFound
{
get
{
fixed (byte* p = _ItemNotFound)
{
CopyNullString(p, "Item not found");
return p;
}
}
}
public byte* MakePointerToTempString(string text)
{
fixed (byte* p = _ItemNotFound)
{
CopyNullString(p, text);
return p;
}
}
private static void CopyNullString(byte* ptrDest, string text)
{
byte[] textBytes = ASCIIEncoding.ASCII.GetBytes(text);
fixed (byte* p = textBytes)
{
int i = 0;
while (*(p + i) != 0 && i < 254 && i < textBytes.Length)
{
*(ptrDest + i) = *(p + i);
i++;
}
*(ptrDest + i) = 0;
}
}
}
How constants are allocated shouldn't matter in this case, because ASCIIEncoding.ASCII.GetBytes() returns a new byte array (it cannot return the constant's internal array, since it is encoded differently (edit: there is hopefully no way to get a pointer to a string's internal array, since strings are immutable)). However, the guarantee that the GC won't touch the array only lasts as long as the fixed scope does - in other words, when the function returns, the memory is no longer pinned.
Based on Kragans comment, I looked into the proper way to marshall my string to a byte pointer and am now using the following for the first example I used in my question:
[DllImport("sidekick.dll", CallingConvention = CallingConvention.Winapi)]
public static extern int getValueByFunctionFromObject(int serial, int function, [MarshalAs(UnmanagedType.LPStr)]string debugCallString);

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